Ns2_temp

AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
edited June 2011 in Mapping
<div class="IPBDescription">Not got a proper name yet.</div>Hey Guys


This is what I have come up for a layout for my map so far, I know if needs refinement and some of passages are 2 straight.
Please give some construtive critism please and what else could be added or removed.

Thx
Annihilator
<img src="http://i1213.photobucket.com/albums/cc478/Annihilatorza/ns2_temp.png" border="0" class="linked-image" />[/img]

Comments

  • CajunFriedCajunFried Join Date: 2011-06-07 Member: 103166Members
    edited June 2011
    The marines look like they will have a longer travel time to the middle. You could tighten that up somehow which will probably help with eliminating some of those longer hallways in the top half of the map. Also, are those green dots the rt's?

    PS: I'm new to mapping for this game so take what I say with a grain of salt.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    You would be correct green dots are resource points. Yea the passages are quite long I will shorten them up, when I get down to the mapping, what did u think of the layout ?
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited June 2011
    It looks like a good start and I like the fact that you have from the beginning taken vent placement into account in the layout. The resource tower locations look OK even though 10 RTs might be a bit too much (depending of the size of the map)?

    The NS2 mapping guidelines (<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Basic_Mapping_Guidelines" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...ping_Guidelines</a>), which I recommed you to read if you haven't, encourage room based layouts and every room should generally have a purpose (tech point, res node, ..). Also are those oneway corridors? They could be problematic gameplay / implementation wise.

    Also feel free to join #nsmapping @ gamesurge . There are a bunch of mappers idling there from time to time, even if it has been a little quiet as of late.

    edit: linked to mapping guidelines in ns2 wiki
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2011
    The hallway corner at the top left of Alien Start is a powerful Siege spot, might be a bit too good actually :)


    Well, I'm not sure how much of this sketch is scaling to the real map you're going to create. But things like that are worth keeping in mind. Also Aliens are not a fan of that very long hallway north of their main hive
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    Ye I kinda ran out of space, so I am thinking about putting a turn into that long hallway and then a ramp as well.
    That corner not going to be that close to the hive.
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
    edited June 2011
    Clicky for picture; <a href="http://i53.tinypic.com/2ue5on6.png" target="_blank">http://i53.tinypic.com/2ue5on6.png</a>

    It's late or I would continue... t__t
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Since the guide-lines call for specific vent sizes they are limited to skulk/lerk traffic and lerk's are not very fast at navigating vents. The idea is for skulks to scout and harass early game and I don't see an issue with the vents at this point. I think after a few play-tests it will be apparent on what vents need to go, stay, or change. I'm already reworking my vent systems based on the element of phase tech and the projection of jet packs. What I did was build the basic layout and after a few private play-tests I mapped in the vents. now going back and making changes or even deleting some.

    As for openness it's hard to say as i can't see the scale of what you have in mind. I like the 6 tech point layout but after seeing how summit is being played i am starting to lean at 5 as most of those games usually never use more than 3 between both teams and the other 2 are simply there for strategic planning. Overall For a rough draft it looks like a go in my opinion. Lay the basic rooms and worry about vents later as a balance element.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    edited June 2011
    Thx for the advice guys, I will follow the vent advice and also Travcarp Your link does not work, (from where I am now.)I am curious to see that it is.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    edited June 2011
    <img src="http://i1213.photobucket.com/albums/cc478/Annihilatorza/ns2_temp1.png" border="0" class="linked-image" />[/img]
    Here is a updated version guys, I have spaced it out a bit more and made the passages less complex.

    Also the arrows are not one way corridors, It is a passage that has two different heights to it, if that makes sense.
  • CajunFriedCajunFried Join Date: 2011-06-07 Member: 103166Members
    I think it's a great starting layout. Plus as you start building you're going to change things here and there anyway, I know I did. My original layout looked nothing like it is now. Get crackin'!
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Do mine eyes deceive me? A double res room?
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    You would be correct its a double res room with a tech point and a huge death pit, I was going to make the style of been underground, but I have changed that, going for a mountain top base.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    looks nice! reminds me a bit of my map that I have in the drawing stages as well =) circular room with 2 rt's in the centre, no tp thou.
    A reminder from the guidelines:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Marine start is assumed to be at the bottom with the alien start somewhere near the top or sides.<!--QuoteEnd--></div><!--QuoteEEnd-->
    so you might want to see to that.

    I will follow the progress, you got a good start.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    True But its only a guide line, also my current idea is going to quite hard to pull off but it should be doable. I might need someone to help me with it, I am open to offers if someone is willing.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    Well I find it good to stick to guidelines when possible. you can always just rotate the map, so it won't change anything.
    Unless you have some specific reason for the marines to be north on the map ofc.

    What do you need help with? I can try if I know how =)
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    edited June 2011
    Ill pm you Taxen, Yea I can just rotate the map.

    Okay in the current layout of the map far left room is Fusion Reactor Room, Then Middle is Air Circulation and far right is Water Reclamation.
    Comming from the marine spawn the passage to the right is called Rock Bridge, passage to the left is called The Green house.

    I have come up with a name that I think is quite appropriate, NS2_daimos which is the greek god of Terror.
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